Mathezic

Kallaisen's page

No posts. Alias of aptinuviel.


About Kallaisen

Kallaisen
Class/Level: Wizard/1
Alignment: Lawful Neutral
Race: Human
Size: Medium
Gender: Male

XP: 0

Current Hit Points: 8/8
Current Modifiers: None

Daily-Use Abilities:
Diviner's Fortune [7/7]

Ability Scores:

Strength 11 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 19 (+4)
Wisdom 14 (+2)
Charisma 7 (-2)

Combat Information:

Init +7 [+11 when familiar is near] (Dex+2, Improved Initiative +4, +1 Diviner)
Senses: Perception +7 [+9 when familiar is near]
Concentration +5
CMB +0 [BAB +0, Strength +0]
CMD 12 [10 +0 BAB +0 Str +2 Dex]

Defenses
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6, Con+2)
Fort +2, Ref +2, Will +4

Offense
BAB: +0
Speed 30 ft.
Melee: Club (+0, 1d6. x2, B)
Ranged: Acid Splash (+2 [touch], 1d3, 25ft, acid)


Skills:

name [ability] (ranks/ability/class/other mod) total
Knowledge (arcana) [Int] (1+4+3+1) +9
Knowledge (local) [Int] (1+4+3) +8
Knowledge (planes) [Int] (1+4+3) +8
Knowledge (history) [Int] (1+4+3) +8
Linguistics[Int] (1+4+3) +8
Perception [Wis] (1+2+3+1) +7 [+9 when familiar is near]
Sense Motive [Wis] (0+2+0) +2 [+4 when familiar is near]
Spellcraft [Int] (1+4+3) +8
Stealth [Dex] (1+2+0) +3

8 Ranks =2 Class+ 4 Intelligence+ 1 Skilled+ 1 Favored Class

+2 bonus on Spellcraft checks made to identify, learn, and prepare Divination Spells. –5 penalty on similar checks made concerning Enchantment and Necromancy Spells.


Languages:

Common, Halfling, Polyglot, Draconic, Elven, Infernal

Traits, Feats and Class Abilities:

Traits
Seeker (Social): Gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Lore Seeker (Campaign): The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. [Grease, Slow, Flesh to Stone]
Magical Lineage (Magic): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. [Flesh to Stone]

Feats
Alertness (Familiar Feat): While a familiar is within arm's reach, the master gains the Alertness feat. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Scribe Scroll (Class Feat): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Improved Initiative (Racial Feat): You get a +4 bonus on initiative checks.
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Class Abilities
Divination School
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposition Schools: Necromancy, Enchantment
Arcane Bond: Familiar
Cantrips
Bonus Feat: Scribe Scroll

Racial Abilities
Favored Class (Wizard)
Level 1: 1 skill point
Level 2: 1 skill point
+2 Intelligence
Bonus Feat (Improved Initiative)
Skilled: Gain an additional skill rank at first level and one additional rank whenever you gain a level.

Familiar:

---name---
Compsognathus
N Tiny Animal
Init +6; Senses low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size +2 Natural Armor)
HP 4/4
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed: 40 ft., swim 20 ft.
Melee: bite +2 (1d3-1, poison)
Space: 2 1/2 ft.; Reach: 0 ft.
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Attack +0; CMB: +0 [BAB +0, Dex +2, Tiny -2]; CMD: 9 [10, BAB +0, Str -1, Dex +2, Tiny -2]

Feats:
Improved Initiative: You get a +4 bonus on initiative checks.

Familiar Abilities:
Alertness:While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).Empathic Link:The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Skills: Perception +4, Swim +10, Stealth +14

Special Abilities:
Poison: Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Familiar Archetype: School Familiar, Divination
School Link: A school familiar can use the share spells and deliver touch spells abilities only with spells of its master's specialized arcane school.
School Cantrip: A school familiar can cast at will one cantrip selected from its associated arcane school, using its master's caster level. [Detect Poison]
Specialty Stowaway: A school familiar can use any granted abilities of its master's arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual.
Lesser School Power - Ever Ready: At the start of combat, the familiar and its master each roll initiative separately, and the master can choose to trade his initiative result with his familiar's. The familiar gains the benefits of the diviner's forewarned school power and can always act on the surprise round.

Equipment:

14g, 5s, 4c

Name (cost/weight)
Weapons
Club (0g, 3lb)
Dagger (2g, 1lb)

Carried
Traveler's Outfit (0g, 5lbs)
Belt Pouch (1g, 0.5lb)
Waterskin (1g, 4lbs)
Spell Component Pouch (5g, 2lbs)
Waterproof Sack (5s, 0.5lb)
Spellbook (0g, 3lbs)
Alchemist's Fire (20gp, 1lb)

In Backpack
Backpack, masterwork (50g, 4lbs)
Bedroll (1s, 5lbs)
Blanket (2s, 1lbs)
String [50ft] (1c, 0.5lbs)
Candle [2] (2c, -)
Map Case (1g, 0.5lb)
Scroll Case (1g, 0.5lbs)
Paper [10 sheets] (4g, -)
Chalk [2 pieces] (2c, 0lbs)
Charcoal [2 sticks] (10s, -]
Ink (8g, -)
Inkpen (1s, -)
Flint and Steel (1g, 0lbs)
Trail Rations [7 days] (3.5g, 7lbs)
Soap (1c, 0.5lbs)
Cup (1g, 0lbs)
Vial [5] (5g, 0lbs)

Total Weight: 39 lbs
Carrying Capacity
Light 38 lbs; Medium 39-76 lbs; Heavy 77-115 lbs

Carrying Capacity: with Masterwork Backpack
Light 43 lbs; Medium 44-86 lbs; Heavy 87-130 lbs

Spellbook:

Pages used: 31 of 100
0-Level Spells (24): Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation.
1st-Level Spells (3+4 Int): Grease, Comprehend Languages, Enlarge Person, Feather Fall, Magic Weapon, Protection from Evil, Web Bolt

Prepared Spells:

0-Level Spells, [DC 14] (4): Prestidigitation, Detect Magic, Acid Splash
1st-Level Spells, [DC 15] (1+1 bonus+1 School): Grease [DC 17], Web Bolt, Comprehend Languages (Divination)

History: